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Month Index: August, 1996
From: Paul Westermeyer <westermeyer.3@???.edu> Date: Fri, 16 Aug 1996 18:10:12 -0400 Subject: Re: Battlesystem &Spelljammer
Here's the Battlesystem/Spelljammer stuff I promised earlier. Sorry it took so long, but I've been a bit busy finishing my MA thesis (Yeah, it's done!:)) Remember, the info below does _not_ take the place of the spelljammer rules nor the Battlesystem rules, both would be needed for this to work. Comments welcome. Figures-Ships will most likely have to be scratch built, try going to a nature store and checking out some of their 3-d balsa wood insect models for a lot of vessels, standard ships (like a galleon) can be taken from plastic model kits. The rules below are for 25mm, for SJ 15mm would work much better, just read centimeters wherever inches appear. Stats: All creatures, including PCs and other individuals, should have Battlesystem stats (I reccomend using the normal PHB memorization rules, however) Ships sue their standard SJ stats w/ the following adjustments-Hull Points=Battlesystem hits, MC is one step _below_ standard SJ MC (ie a Wa Locust (SJ MCA) would be MC B in battlesystem turns). No spelljammer can have MC A, MCs worse then E=move only in a straight line and up or down. SJs do _not_ have to move 1/2 their move to stay aloft, they can hover/levitate. SR converts to move as follows 1 SR = 12" move (I use 12" per SR point in atmospheres, instead of the standard 24" listed in the org boxed set). If a ship leaves the board, it must stay off for 1 full turn before returning, and must return along the same board edge it left. Standard AR applies for SJs. Play sequence: use standard Battlesystem sequence, SJs move per their side. Boarding/Melee-Use standard Battlesystem combat, remember the benefits a ship can give (higher elevation, wall, ect). I reccomend boarding defenders use the Holding the Breech rules on Pg 80 of the Battlesystem book. Missile/artillery-I included Battlesystem stats for many SJ arty pieces at the end of this post, some new ones appear as well. I reccomend looking up John Warry's _Warfare in the Classical World_ if you want some ideas for cool, non-gunpowder weapons (as well as clear plans for several ancient galley types). A ships crew always gets a -3 AR bonus against normal missile fire (being screened). Siege weapons go as follows: They may only fire during the Missile phase, and there fire follows the following sequence. 1. Declare Target 2. Roll Scatter %, if scatter occurs use chart to determine if anything was hit(use grenade chart from DMG) 2b. If target is not a ship, roll AD per Battlesystem and remove any losses 3. If target is a ship Roll d20 weapons Thaco vs Ships AR If roll shows a miss, that's the end, if a critical check critical hit chart (War Captains Companion) 4. Roll AD per Battlesystem, mark off hits from hull points 5. Roll AD versus _crew_ Crew gets AR checks (note, units/creatures only get AR checks versus arty when aboard a ship or within a building or structure) Arty Thaco modifers: -1 for each 4" target moved or moved last turn -1 for each 6" firer moved or will move that turn +10% scatter if arty is on a ship Bombing split fire or missile phase AD 10 Scatter 50% (+40% if moving) 1d4" (1d12" if moving) Thaco 18 critical 20 Magic-use standard Battlesystem, but modify for ships according to the guidelines in War Captains Companion and SJ boxed set. Type ROF AD Thaco CriticalScatter RngMin Lt. Ballista 1 10 16 n/a 5% 1d2" 0 Md. Ballista 1 d12 14 20 15% 1d3" 1" Hvy Ballista 1/2 d12+d6 12 19+ 20% 1d4" 1" Lt Catapult 1/2 2d10 16 20 40% 1d3" 15" Md Catapult 1/3 2d12 17 19+ 50% 1d3" 18" Hvy Catapult 1/4 3d10 18 18+ 50% 1d6" 20" Trebuchet 1/4 3d12 18 18+ 55% 1d6" 24" Arrow Catapult 1/3 2d6 17 n/a 60% 1d6" 6" Bombard 1/4 3d12 19 18+ 45% 1d4" 18" Lt Cannon 1 2d8 15 20 10% 1d2" 1" Hvy Cannon 1/3 2d12 17 19+ 20%1d2" 1" Swivel Gun 1/2 3d8 16 n/a 0 0 Galloper 1/2 2d10 15 20 20% 1d4" 1" Scorpio 1/2 d12 17 19+ 20% 1d3" 1" Lithobolos 1/3 2d12 15 18+ 30% 1d4" 1" Fire Projector 1/4 2d10+fire16 18+ 0 1" Type RngMax Hits Crew Move Point costs Lt. Ballista 20" 6 1 6" 30 Md. Ballista 27" 8 2 4" 37 Hvy Ballista 30" 10 3 4" 42 Lt Catapult 30" 10 4 4" 30 Md Catapult 36" 15 6 3" 37 Hvy Catapult 40" 18 7 2" 42 Trebuchet 48" 20 8 nil 48 Arrow Catapult 18" 8 3 4" 25 Bombard 40" 10 2 nil 20%misfire* 70 Lt Cannon 36" 8 1 4" 10% misfire* 150 Hvy Cannon 36" 10 2 3" 15%misfire* 200 Swivel Gun 3" 6 1 6" 5% misfire* 25 Galloper 36" 6 4 6" 10% misfire* 125 Scorpio 40" 8 2 nil 100 Lithobolos 40" 10 4 nil 120 Fire Projector 20" 4 1 nil 20% misfire** 110 Misfire 2d4 2-3 Hang fire reload 4-7 Automatic scatter 8-9 Explodes 1d4 hits w/i 1" Bombards +1 on chart * Large weapon causes 2d6 hit explosion and causes fire critical hit Fire critical hit has cumulative 5%/turn to cause same effect ** +1 chance for ship carrying this weapon to suffer a critical hit "We look on the same stars, the sky is common, the same world surrounds us. What difference does it make by what pains each seeks the truth? We can not attain to so great a secret by one road..." Symmachus, "Memorial on the Occasion of the Removal of the Altar of Victory from the Senate House" (392 AD) westermeyer.3@???.edu Paul William Westermeyer
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